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-rw-r--r--shared_cpp/Renderer3d.cpp104
1 files changed, 104 insertions, 0 deletions
diff --git a/shared_cpp/Renderer3d.cpp b/shared_cpp/Renderer3d.cpp
new file mode 100644
index 0000000..7afaea0
--- /dev/null
+++ b/shared_cpp/Renderer3d.cpp
@@ -0,0 +1,104 @@
+#include "Renderer3d.h"
+#include "Camera3d.h"
+#include "WebglContext.h"
+
+const char* vertexSrc =
+ "attribute vec3 position;\n"
+ "attribute vec3 normal;\n"
+ "attribute vec4 color;\n"
+ "uniform mat4 projection;\n"
+ "uniform mat4 view;\n"
+ "uniform mat4 model;\n"
+ "varying lowp vec4 VertexColor;\n"
+ "varying lowp vec3 VertexNormal;\n"
+ "void main() { \n"
+ " vec4 fragmentPosition = projection * view * model * vec4(position, 1);"
+ " gl_Position = fragmentPosition;\n"
+ " VertexColor = color;\n"
+ " VertexNormal = normal;\n"
+ "}\n";
+
+const char* fragmentSrc =
+ "varying lowp vec4 VertexColor; \n"
+ "varying lowp vec3 VertexNormal; \n"
+ "void main() { \n"
+ " gl_FragColor = VertexColor; \n"
+ "}";
+
+
+void Renderer3d::load(WebglContext* context) {
+ printf("Compiling 3d shader...\n");
+
+ shader = loadShader(vertexSrc, fragmentSrc);
+
+ useShader(shader);
+ attributes.position = getShaderAttribute(shader, "position");
+ attributes.color = getShaderAttribute(shader, "color");
+ attributes.normal = getShaderAttribute(shader, "normal");
+
+ uniforms.projection = getShaderUniform(shader, "projection");
+ uniforms.view = getShaderUniform(shader, "view");
+ uniforms.model = getShaderUniform(shader, "model");
+
+ printf("3d shader compiled.\n");
+}
+
+void Renderer3d::render(Camera3d* camera) {
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(GL_TRUE);
+ glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
+ glClearDepth(1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ useShader(shader);
+ setShaderMat4(uniforms.projection, camera->projection);
+ setShaderMat4(uniforms.view, camera->view);
+}
+
+void Renderer3d::unload() {
+ glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDeleteProgram(shader);
+}
+
+void Mesh3d::load(Vertex3d* inVertices, uint32 inNumVertices, uint32* inIndices, uint32 inNumIndices, Renderer3d* renderer) {
+ numIndices = inNumIndices;
+ useShader(renderer->shader);
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ glGenBuffers(1, &vbo);
+ glGenBuffers(1, &ebo);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(Vertex3d), &inVertices[0], GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, inNumIndices * sizeof(uint32), &inIndices[0], GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(renderer->attributes.position);
+ glVertexAttribPointer(renderer->attributes.position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)0);
+
+ glEnableVertexAttribArray(renderer->attributes.normal);
+ glVertexAttribPointer(renderer->attributes.normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, normal));
+
+ glEnableVertexAttribArray(renderer->attributes.color);
+ glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, color));
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+}
+
+void Mesh3d::render(Renderer3d* renderer, GLenum drawType) {
+ setShaderMat4(renderer->uniforms.model, model);
+
+ glBindVertexArray(vao);
+ glDrawElements(drawType, numIndices, GL_UNSIGNED_INT, 0);
+ glBindVertexArray(0);
+}
+
+void Mesh3d::unload() {
+ glDeleteVertexArrays(1, &vao);
+ glDeleteBuffers(1, &vbo);
+}